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Ba'atun page - SaintSilver

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<strong>Ba'atun</strong> DARK CLOUDS GATHER (UK7) - 9151<br />

CLIMATE/TERRAIN: Cold mountains<br />

FREQUENCY: Very rare<br />

ORGANIZATION: Swarm<br />

ACTIVITY CYCLE: Any<br />

DIET:<br />

Carnivore<br />

INTELLIGENCE: Average to Genius (8-18)<br />

TREASURE: 10% E, Qx5<br />

ALIGNMENT: Lawful evil<br />

NO. APPEARING: 8-64 plus leaders<br />

ARMOR CLASS: 4<br />

MOVEMENT: 9, Fl 21 (C)<br />

HIT DICE: 2+1<br />

THACO: 17<br />

NO. OF ATTACKS: 3<br />

DAMAGE/ATTACK: 4-9/4-7/4-7<br />

CRIT. HIT/FUMBLE: 25%(+25%)/75%<br />

SPECIAL ATTACKS: See below<br />

SPECIAL DEFENSES: See below<br />

MAGIC RESISTANCE: Nil<br />

SIZE:<br />

M (5'-6')<br />

MORALE: Champion (15-16)<br />

XP VALUE: 270<br />

Flight leaders 2,000<br />

Swarm leaders 5,000<br />

Priests<br />

variable<br />

Queen<br />

variable<br />

BA'ATUN have large white, bat-like wings. Their<br />

fur is an icy blue color and they have red rumps.<br />

Facially, ba'atun resemble baboons with long snouts<br />

and sharp fanged teeth set in red maws. Their eyes are<br />

bright blue and red rimmed. The ba'atun have their own<br />

language and are not normally able to speak anything<br />

else.<br />

History: From where the ba'atun first came no one is<br />

sure. Some claimed they were demons made from<br />

snow, while others thought they were exiles, banished<br />

from a frozen parallel world. What little is known to a<br />

few erudite sages, is that several millennia ago they<br />

arrived in the Spineridge Mountains with their constant<br />

companions — death and destruction. For a brief<br />

period it looked as though the mountains and surrounding<br />

lands would fall to their onslaught.<br />

An alliance between the aarakocra, the cloud giants<br />

and the arch-mage Devral halted the ba'atun attacks<br />

and succeeded in imprisoning their leader Yesorkh<br />

Pahyeh. During the following centuries the days of the<br />

ba'atun terror were forgotten. Now they have returned,<br />

and are once again preparing to spread their evil.<br />

In CT 1003, the Band of the Glass Griffon, an<br />

adventuring company from Eirbron, nearly eradicated<br />

the ba'atun species in the epic adventure bards recall as<br />

"Dark Clouds Gather." The leader of the ba'atun,<br />

Yesorkh Pahyeh, was slain in the final confrontation.<br />

A few ba'atun not slain by the band have over the past<br />

several years allied with the Empire of Roland and<br />

been working to rebuild the old power of the species It<br />

is rumored that a new ba'atun leader has emerged.<br />

Combat: <strong>Ba'atun</strong> bite with their sharp vicious teeth<br />

(1d6+3) and rend with their dirty claws (1d4+3/1d4+3).<br />

(<strong>Ba'atun</strong> have an average Strength of 18/75 and Dexterity<br />

16. Their Strength and Dexterity bonuses have<br />

already been added to their damage and critical hit<br />

dice). They are not able to attack more than one target<br />

per round. When attacking, ba'atun emit a loud piercing<br />

and chilling screech which affects all creatures<br />

within 60 feet. Creatures hearing the screech must save<br />

vs. Spells at +4 or be struck by fear and unable to take<br />

any offensive actions for a round. Each round that the<br />

screeching lasts, characters must make a successful<br />

saving throw (before initiative is determined) to be<br />

able to act. Only one saving throw per round is re-


<strong>Ba'atun</strong> DARK CLOUDS GATHER (UK7) - 9151<br />

quired, no matter how many ba'atun there are.<br />

<strong>Ba'atun</strong> make all saving throws vs. cold attacks at<br />

+2, and take either half or no damage from such<br />

attacks. They are allowed a saving throw against ice<br />

storm spells and other cold-based spells which normally<br />

allow no saving throw, with success resulting in<br />

half damage. Against fire attacks, ba'atun suffer a -2<br />

penalty to saving throws.<br />

Habitat/Society: The ba'atun have allied with the<br />

Empire of Roland and now serve as elite scouts in the<br />

Spineridge Mountains.<br />

<strong>Ba'atun</strong> are organized into squads of eight, each led<br />

by a 3 Hit Dice wing sergeant. Two squads form a flight<br />

(led by a flight leader), and two flights make up a<br />

swarm (led by a swarm leader).<br />

Flight leaders have an AC 5, and 5 Hit Dice. A flight<br />

leader's strength and skill gives him a +1 bonus to<br />

damage on all attacks. A flight leader carries a sling<br />

and three web stones, which, upon hitting a creature or<br />

surface, create small sticky webs in a 5' diameter area<br />

(similar to a web spell but needing no anchor points,<br />

duration five turns). Once per day, a flight leader can<br />

fire shards of ice from his hand, at a creature up to 50<br />

feet away. The shards cause 2d8 points of damage (a<br />

saving throw vs. breath weapon halves damage).<br />

Swarm leaders have 7 Hit Dice, AC 1, and a +2<br />

bonus on to hit and damage rolls. A swarm leader<br />

usually carries 1d3 ice javelins, which are considered<br />

to be +2 magic weapons for purposes of creatures hit<br />

only by magical weapons (though, they bear no enchantment),<br />

and which do 1d6 points of damage<br />

against small or man-size creatures and 1d8 against<br />

large-size or greater creatures. In addition, a successful<br />

hit causes the weapon to explode in a volley of icy<br />

splinters which inflict an extra 2d8 points of damage to<br />

all within 10 feet of the blast (a saving throw vs. breath<br />

weapon halves damage; creatures wearing magic armor<br />

gain a +1 bonus to save per plus of the armor).<br />

As well as being able to fire shards of ice from their<br />

hands (cf., flight leaders), swarm leaders have the<br />

ability, once per day, to create a ray of cold. The ray is<br />

a cone 50 feet long and 20 feet wide at the base, and<br />

causes 3d8 points of damage to all creatures within it.<br />

A successful saving throw vs. breath weapon results in<br />

half damage.<br />

A ba'atun lair will usually have a temple where<br />

bloody rites are celebrated regularly by a ba'atun high<br />

priest. The high priest has the abilities of a 7th-level<br />

cleric and can create a ray of cold and ice shards once<br />

per day (see above). In addition to the high priest, there<br />

will be a 4th-level priest and 1d4+1 2nd-level acolytes<br />

(2+1 HD). <strong>Ba'atun</strong> clerics shave their heads, exposing<br />

the pink skin beneath. They also color their bodies with<br />

blood-red ochre to intimidate their enemies.<br />

Ecology: As flying creatures, ba'atun need large<br />

amounts of animal protein to sustain themselves. They<br />

are cunning, relentless hunters and their prey seldom<br />

escapes once it has come within their sight. They favor<br />

aarakocra meat over all others.<br />

<strong>Ba'atun</strong> queens: Once every generation or so, an<br />

exceptional ba'atun is born. These "albino" specimens<br />

are deemed by the ba'atun to be blessed by their deity<br />

and are always female. Queens are larger, smarter<br />

(genius intelligence) and stronger than normal ba'atun.<br />

Queens are always 9th to 15th level fighters, priests or<br />

wizards and have the following statistics: AC 0; MV<br />

12, Fl 24 (C); HD 9+; #AT 3; Dmg 6-11/6-9/6-9; Sz<br />

M (6'5" tall). Queens have the ability to use ice shards,<br />

cold ray and wall of ice (as the spell) once per day.<br />

Queens are 90% likely to possess 1d4 magic items. The<br />

last such queen was Yesorkh Pahyeh.<br />

Yesorkh Pahyeh was an "albino" with black colorations.<br />

She had the abilities of a 15th-level wizard and<br />

like all queens possessed was born with the power to<br />

possess a victim once per week as an innate ability (as<br />

a magic jar spell)<br />

Using this power a queen can possess the body of<br />

any creature within 10 yards of her who fails a saving<br />

throw vs. spells.<br />

When possessing a creature, a queen is able to cast<br />

spells as long as the possessed creature has a humanoid<br />

form. Any special abilities of the possessed creature<br />

are also usable by her. A queen is not able to call upon<br />

exact memories of the creature, but certain memories<br />

will be known to her.<br />

Any creature possessed by a queen remains under<br />

her control until she returns to her own body. When<br />

returning to her own body, a queen's life-essence is<br />

visible as a shadow-like which moves at a speed of Fl<br />

48 and cannot be harmed by any means. A queen can<br />

be driven from her victim by an exorcism spell or a<br />

remove curse cast by a priest of 8th level or higher.<br />

When a queen abandons a possessed body, the victim<br />

collapses in a state of shock for 1d10 turns.


The source of the <strong>Ba'atun</strong> follows:<br />

Advanced Dungeons & Dragons Official Game Adventure: Dark Clouds<br />

Gather (Module UK7)<br />

by Jim Bambra and Phil Gallagher<br />

artwork by Brian Williams<br />

copyright March 1985, TSR, Inc.<br />

New layout and editing by Steve Stewart<br />

This monster <strong>page</strong> is intended for use only by owners of Dark Clouds<br />

Gather.<br />

This monster and other information for your AD&D 2nd edition game can<br />

be found at Zayix's Fälgorna Archives for Dungeons and Dragons<br />

(http://www.saintsilver.com/zayix/)

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